Community:Litozinnamon/Call of Robloxia 5 - Roblox at War

Creator

Month created

December 2009

Place visits

Around 42,310,000

Genres

FPS

Call of Robloxia 5: Roblox at War was a First Person Shooter (FPS) Military game created by litozinnamon on December 21, 2009. The game was based on and most likely a successful attempt at recreating the popular 2008 first person shooter video game Call of Duty: World at War on ROBLOX. The game was not completely like its counterpart though, as the real World at War only has 3 killstreaks, less weapons, and there were little amounts of attachments to the guns.

Call of Robloxia 5: Roblox at War won The Game of the Year Award and the Best FPS Game Award at the Roblox Game Conference 2012. Many players played this game due to the great amount of skill and game-play, as well as the complex scripting. It was a well liked game in the ROBLOX Community.

A separate place made by Litozinnamon was made called "Call of Robloxia: Dev Tests", (now completed) which was a paid access place that allowed players to playtest upcoming major changes, such as the addition of attachments, remapped controls (e.g. y button for opening killstreak GUI instead of g and the g button instead of left mouse click in a standalone tool to throw a grenade), and additional weapon camouflages.

Around 2010–2012, Litozinnamon originally planned to create a sequel called "Call of Robloxia 6 : Roblox Warfare 2", and went as far as developing early tests, and a pre-alpha version, for it. However, at some point, the game was quietly cancelled as Lito has since changed his focus towards keeping CoR5 up to date.

On May 29, 2014, a ROBLOX update caused the game to completely crash, and everyone's data was erased. Unfortunately, this happened to several games too, and litozinnamon could not fix the crashes. Litozinnamon himself stated, "It's gone, guys. It's time to move on." He meant that the game was most likely going to be finished. Yet, not long after, the roblox update was replaced by another update that fixed the game-breaking bug, meaning that the server was back up.

On July 2nd, 2014, the game was merged with the engine from the Dev Testing version of the game for the ROBLOX Summer Games. It introduced Reich Bux, the currency of the game used to purchase guns, perks, killstreaks and attachments. However, minimum spec requirements have increased, leading to hate among the fandom because of the lag and crashes. It also erased all stats (excluding player stats) on May 29. Nerfing on various weapons were implemented, leading to players believing that the gun the player liked (e.g. PPsH-41) can barely kill (only damaging the target), thus putting themselves at increased risk for dying. Killstreaks were also disabled at the main game for the time being. The update sparked hate from CoR5 fans, thus starting the gradual decline of people playing on the game and the uprise of downvotes. Previously, at that rate at the time of the writing of this sentence, little to no players playing the game and downvotes overthrowing the upvotes might have soon come in the future. Despite Lito saying that their hate will plummet by in a month or so, the controversy was said to never die down.

Later, Lito re-released the classic version of the game again, and the link is in the description of the main game. Most people do not notice it, and continue to hate on him for deleting the old game. The classic version was, however left outdated and snipers were left broken. According to the creator, fixing it completely would require complete re-coding of the game, which he stated would rather not go through.

CSG modeling had been released, but Roblox updates have broken it, and Lito was unable to implement it.

But the game got a lot of players when Litozinnamon updated the game during the mid of the summer of 2015 for a menu to choose mouse sensitivity. Before this update the game sparked hate due to the high sensitivity.

The game, since July/August 2015, was left outdated and broken by Litozinnamon so he can focus on Phantom Forces, the partial spiritual successor of this game. Despite this, Lito had occasionally released bugfixes as he plans to remake the game using Phantom Forces' engine and knowledge gained during the successor's development.

At some point, ROBLOX found that the game, for unknown reasons, broke its terms of use. "Sorry, this game is currently under review. Try again later," had since replaced the play button. As of January, 2017 the game has, at some point, reopened sometime in that month.

Contents

Gameplay, Gamemodes, and Guns

The game had four different gamemodes, elimination, CTF, domination, or team deathmatch. The game had many maps, but 5 on the voting GUI. There were over 50 guns in the game, 6 catogories, Machine guns, Submachine guns, Bolt-Action Rifles (snipers), Rifles, and Pistols.

When the player first joined a server, he/she was placed in one of the 2 teams, the Allies and Axis powers, depending on the amount of players in the teams. A GUI-based loading screen appeared as soon as the place finished loading, which contained some information regarding the most recent updates, along with some facts about the game. After the loading screen finished loading, the screen then asked the player on whether or not his/her character would wear team uniforms, with the Ally uniform being an olive American Fatigues that bears the 101st Airborne Division badge on the shoulder and the Axis uniform being a gray German Waffen-SS army uniform with the Waffen-SS inscription written on the player's left wrist, though it was originally a white German uniform that has a red band on the left elbow, albeit without the swastika that is typically present on the red bands. In the beginning, players chose to either teleport into the fighting area, where the player is provided the loadout items that he/she has selected, or chose/customized the player's loadout use "Lito's Preset Classes", which were basically various pre-set class sets that were provided for the players, or created their own "Custom Class", allowing them to choose their own set of weapons and "Perks".

There were six main categories in the classes: Primary Weapon, Side Arm, Primary Grenade, Perk 1, Perk 2, and Perk 3. Primary weapons could've included any two-handed weapons, such as sub-machine guns, sniper rifles, and even dual-wielded pistols, which were two pistols that were held in both of the player's hands. Secondary weapons, or Side Arms, only included World War 2-era handguns, such as the American Colt M1911 Pistol and the Japanese Nambu pistol. Grenades could've been any weapon that can be thrown and could've detonated after a set amount of time or upon impact with any solid object, such as a fragmentation grenade, the Molotov cocktail, sticky grenade, and the smoke grenade. Perks could've benefitted the player in the game in many ways, such as allowing the player to deal more damage (Stopping Power), and allowing the player to run for a longer time (Extreme Conditioning), although many of these perks belong to separate perk tiers. The Perk 1 slot affected what additional equipment would've been carried with the player, such as Satchel Charges and 2 extra clips/magazines for the player's weapons, Perk 2 applied some effects on certain weaponry, such as decreased explosives damage taken from the enemy and faster rate of fire, and Perk 3 affected the player's character's ability, such as moving faster and dropping a live grenade upon death.

There was also a killstreak feature that allowed the player to obtain better exclusive weapons added to their "Killstreak Inventory". Killstreaks had awarded players some special weapons for making a certain amount of kills in one life. The higher the amount of kills in a killstreak, the better killstreak rewards the player would earn, such as Artillery, Bazooka, Katyusha rocket artillery, etc. Multiple amount of killstreak rewards could've been kept in the Kill-streaks storage, which could've been accessed by pressing the G button, while the player had a weapon. However, the killstreak progress was reset upon death, so the player, upon getting a kill in the next life, would've started over with the throwing knives instead of their next killstreak weapon.

Controls

Left Shift Key/ W + W (or Up Key + Up Key)- Run (increases walk-speed by 5 until 4 seconds pass, unless the player has the Extreme Conditioning perk, which extends the time. Cannot allow firing of the player's weapon until he/she stops running).

C- Lower stance (increases the player's accuracy and possibly decreases the player's character's visibility at the cost of a slower walkspeed. Can lower the character's stance from standing to crouching to prone by pressing "c" twice, but cannot go lower).

X- Raise stance (increases the player's walkspeed at the cost of decreased accuracy and possible increase of visibility. Can raise the character from prone to crouching to standing, but cannot go any higher).

F- Use knife (knifing an enemy instantly kills them. Can only kill an enemy with a knife while at a close range).

E- Use bayonet or flashlight (functions similarly to knife, but the action is slightly faster than using the knife. The bayonet is equipped on certain weapons, such as the bolt action rifles and the M1 Carbine), Change scope zoom for sniper rifles (control only works for scoped sniper rifles. The zoom helps spot an enemy from a very far distance).

Right Mouse Button/Q- Aim down sights/normal zoom for scoped sniper rifles/press button while aiming to return to hipfire (the accuracy of the weapon is increased when pressing Q or the right mouse button. Scopes slightly zooms in the view when said button is pressed).

Z- 2x zoom for sniper rifles.

R- Reload wielded weapon (weapon is automatically reloaded by the player after the weapon magazine in the weapon runs out of ammunition. Reloading can be sped up using the Sleight of Hand perk).

V- Pick up dropped weapon (requires the player to be close to the dropped weapon in order to pick up the dropped weapon. Weapons that can be picked up from the floor comes from fallen allies/enemies, although should the player switch the weapon that he/she is carrying with the weapon that is laying, the player will drop the weapon that the player is holding and lay it down there until it is picked up. If the player has the same weapon in the inventory as the weapon on the ground, the amount of ammunition that is on the weapon is added to the player's ammunition storage for the weapon).

G- Killstreak Storage (opens up a GUI which shows some killstreak rewards that the player has earned. However, while viewing the storage, the player is very vulnerable to enemy damage until the player closes the GUI).